trigger_hurt: Fix the broken use once flag (e.g. crossfire bunker fix)

This commit is contained in:
Marco Cawthorne 2019-03-02 14:03:26 +01:00
parent 182e8b9e74
commit 5e660e9399

View file

@ -12,7 +12,7 @@
#define SF_HURT_FIREONPLAYER 16 // Only call UseTarget functions when it's a player
#define SF_HURT_TOUCHPLAYER 32 // Only hurt players
class trigger_hurt : CBaseTrigger
class trigger_hurt:CBaseTrigger
{
float m_flNextTrigger;
int m_iDamage;
@ -24,64 +24,72 @@ class trigger_hurt : CBaseTrigger
virtual void() Respawn;
};
void trigger_hurt :: Trigger ( void )
void trigger_hurt::Trigger(void)
{
if ( solid != SOLID_NOT ) {
if (solid != SOLID_NOT) {
#ifdef GS_DEVELOPER
print("trigger_hurt: de-activated.\n");
#endif
solid = SOLID_NOT;
touch = __NULL__;
} else {
#ifdef GS_DEVELOPER
print("trigger_hurt: activated.\n");
#endif
solid = SOLID_TRIGGER;
touch = Touch;
}
}
void trigger_hurt :: Touch ( void )
void trigger_hurt::Touch(void)
{
if ( m_flNextTrigger > time ) {
if (m_flNextTrigger > time) {
return;
} else if ( other.takedamage == DAMAGE_NO ) {
} else if (other.takedamage == DAMAGE_NO) {
return;
} else if ( ( spawnflags & SF_HURT_TOUCHPLAYER ) && !( other.flags & FL_CLIENT ) ) {
} else if ((spawnflags & SF_HURT_TOUCHPLAYER) && !(other.flags & FL_CLIENT)) {
return;
} else if ( ( spawnflags & SF_HURT_NOPLAYERS ) && ( other.flags & FL_CLIENT ) ) {
} else if ((spawnflags & SF_HURT_NOPLAYERS) && (other.flags & FL_CLIENT)) {
return;
}
if ( spawnflags & SF_HURT_FIREONPLAYER ) {
if ( other.flags & FL_CLIENT ) {
if ( m_flDelay > 0 ) {
CBaseTrigger::UseTargets_Delay( m_flDelay );
if (spawnflags & SF_HURT_FIREONPLAYER) {
if (other.flags & FL_CLIENT) {
if (m_flDelay > 0) {
CBaseTrigger::UseTargets_Delay(m_flDelay);
} else {
CBaseTrigger::UseTargets();
}
}
} else {
if ( m_flDelay > 0 ) {
CBaseTrigger::UseTargets_Delay( m_flDelay );
if (m_flDelay > 0) {
CBaseTrigger::UseTargets_Delay(m_flDelay);
} else {
CBaseTrigger::UseTargets();
}
}
Damage_Apply( other, this, m_iDamage, other.origin, FALSE );
//Damage_Apply( other, world, m_iDamage, DAMAGE_BLEED, WEAPON_NONE );
Damage_Apply(other, this, m_iDamage, other.origin, FALSE);
// Shut it down if used once
if ( spawnflags & SF_HURT_ONCE ) {
solid = SOLID_NOT;
touch = __NULL__;
if (spawnflags & SF_HURT_ONCE) {
Trigger();
}
m_flNextTrigger = time + 0.5;
}
void trigger_hurt :: Respawn ( void )
void trigger_hurt::Respawn(void)
{
#ifdef GS_DEVELOPER
alpha = 0.5f;
#endif
if ( spawnflags & SF_HURT_OFF ) {
m_flNextTrigger = 0;
if (spawnflags & SF_HURT_OFF) {
solid = SOLID_NOT;
touch = __NULL__;
} else {
@ -90,23 +98,23 @@ void trigger_hurt :: Respawn ( void )
}
}
void trigger_hurt :: trigger_hurt ( void )
void trigger_hurt::trigger_hurt(void)
{
for ( int i = 1; i < ( tokenize( __fullspawndata ) - 1 ); i += 2 ) {
switch ( argv( i ) ) {
for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
switch (argv(i)) {
case "dmg":
m_iDamage = stoi( argv( i + 1 ) );
m_iDamage = stoi(argv(i+1));
break;
case "wait":
case "delay":
m_flDelay = stof( argv( i + 1 ) );
m_flDelay = stof(argv(i+1));
break;
default:
break;
}
}
trigger_hurt::Respawn();
CBaseEntity::CBaseEntity();
CBaseTrigger::InitBrushTrigger();
trigger_hurt::Respawn();
}